Author Topic: The Veins of the Earth BETA 12!  (Read 95140 times)

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
The Veins of the Earth BETA 12!
« on: June 27, 2013, 01:14:56 PM »
The Veins of the Earth module for T-Engine 1.4.0 boasts the following key features:

Based on the OGL license
If you've ever played any of the games released on the Open Game Licence, whether computer or tabletop, you will find many things familiar. Same if you played any AD&D-derived games (Baldur's Gate, Icewind Dale, Angband)...

Tiles
The game uses freely available tiles which have been used in several Angband variants, so they are tried and proven.

Tooltips
Don't know what that spell or ability or monster is? Just mouse over it. Lots of readily accessible info for the player.

Help
Still stuck? Press F1 or H.

Turn-based
You make your action and enemies take theirs.

Grid-based
In true roguelike spirit.


***

Features implemented:
    random worldmap different for every character
    multiple dungeons, some of them persistent
    towns and buildings
    death is not an end - you can continue adventuring as your child, if you had any
   
    brand-new start-up screen and menu [standalone version only]
    new old gold and black UI skin
    32x32 tiles by Daniel E. Gervais & my edits
    moddable player tiles
    tiles/ASCII switch
    controls displayed automatically at game start
    13 classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard (with specialist classes); warlock, shaman
    6 prestige classes: shadowdancer, assasin, arcane archer, blackguard, loremaster, archmage
    16 races: human, half-elf, half-drow, gnome, halfling, elf, dwarf, half-orc; drow, duergar, deep gnomes; lizardfolk, kobold, orc
    backgrounds for quicker character creation
    improved starting equipment taking into account class and race; magic items, immunities or resistances as perks
    random name generator taking into account your character's race and sex
    Effective Character Level
    XP for killing monsters, descending deeper, disarming traps
    multiclassing & prestige classes & favored classes & bonus feats by class
    colored character sheet with tooltips displaying rules info
    randomized unarmed and weapon damage; archery and weapon finesse; two weapon fighting penalties & feats
    attack roll & AC & critical hits & offhand attack (including double weapons) & iterative attacks
    death at -10 and detrimental effects both at 0 and in the -1 to -9 range; certain monsters can now poison you, reducing your stats
    saving throws printed to log; now take the best of two stats (Dex-Int; Con-Str; Wis-Cha)
    hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    inventory & encumbrance
    spellbook now with spell information included and an iconed hotbar for spells [Seb]; some 0, 1st, 2nd, 3rd level spells
    armor spell failure chance; key stat must be 9 to cast spells
    casters gain access to next spell level every 3rd level
   spell-like abilities for drow & duergar; other spell-likes as random perks at start
    Spellcraft test required to identify spells cast by others
   clerics now pick from 16 deities which limit their alignment and domain choices (44 domains total)
    some monsters up to CR 1; CR displayed in tooltips; monsters drop equipment and corpses
    feat and skill select [Seb]
    skill checks and opposed checks, including armor check penalty and racial bonuses; more skill points at first character level
    skill tests printed to log; max skill ranks implemented; feat bonuses applied on top of skill ranks
    stealth & sneak attack
    most weapons from SRD; magic armors and shields; magic weapons; light sources; wondrous items; specific magic items
    all feats from SRD except archery feats and unarmed combat feats
    working item creation feats
    most monsters from the SRD (missing: demons, devils, dragons, lycanthropes, swarms, most animals which don't fit the dungeon theme)
   pre-made d20-style encounters of more than 1 monster
  humanoid NPCs can now have character classes
 shopkeepers can now sell & buy items
   item identification in two stages, auto-destroying known cursed items
   CR displayed in tooltips; monsters drop equipment and corpses
   hp, exp, dungeon level on-screen display now with bars and color changing depending on the amount of HP left
    colored in-game help screen; legend screen
    calendar
    colored tooltips (color-coded relative monster stats and CR); colored log messages
    item tooltips both on ground and in inventory
    in-character monster info screen
    terrain effects
    speed bonuses
    resting takes 8 hours, monsters respawn on rest
    cure x wounds spells work in a traditional way; heal x wounds spells heal a percentage of total hp
    stairs have a chance of not changing the dungeon level [Seb]; Sil-style min depth and anti-stairscum measures
    level feelings and item feelings (warning: these affect only pre-spawned items, not monster loot)
    Diplomacy and Handle Animal skills

You can download it from http://www.moddb.com/mods/the-veins-of-the-earth.

README, issue tracker and wiki available at GitHub.
Feedback and contributors welcome!
« Last Edit: March 07, 2016, 09:11:30 AM by Zireael »

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Underdark alpha dev announcement
« Reply #1 on: June 27, 2013, 02:18:11 PM »
Quite impressive how quickly this is coming together and I wish the project all the best!  Who knows, this may eventually become the first such project to fill the void that Incursion left...  8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #2 on: June 27, 2013, 09:01:10 PM »
Quite impressive how quickly this is coming together and I wish the project all the best!  Who knows, this may eventually become the first such project to fill the void that Incursion left...  8)

Lua is not that hard to learn, besides there are numerous other modules and a vibrant community of people who gave me their tips and allowed me to peek at their code.

Also, there is an invaluable contributor named Sebsebeleb (who does mostly bugfixes and spells)

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #3 on: June 28, 2013, 03:24:44 PM »
In case you want to know how exactly the development goes, check this dev log.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #4 on: June 30, 2013, 03:17:08 PM »
More races and items added. Faerzress is in, too!

However, I'm in a bit of a pickle, as I can't get LevelupDisplay.lua to work, and Seb is busy...

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #5 on: July 03, 2013, 01:53:38 PM »
More monsters and a highscores screen and criticals are in.

I added a lot of weapons.

Levelup screen works now, so now I only need to add feat points.



« Last Edit: July 03, 2013, 05:38:23 PM by Zireael »

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #6 on: July 05, 2013, 09:19:54 AM »
Feat points added.

I think the only core thing that's missing is ranged combat. We're still discussing how to implement skills best.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #7 on: July 06, 2013, 08:46:19 AM »
Feat select now works as designed.

Today, I added a big batch of weaponry in preparation for working ranged combat.

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: Underdark alpha dev announcement
« Reply #8 on: July 06, 2013, 12:11:15 PM »
Can we dream for an eventual recreation of the magic that was wielding Spiked Chains from Incursion?   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

XLambda

  • Rogueliker
  • ***
  • Posts: 208
  • Karma: +0/-0
    • MSN Messenger - tau_iota@live.de
    • View Profile
    • The Weird Rogue
Re: Underdark alpha dev announcement
« Reply #9 on: July 06, 2013, 09:06:08 PM »
Today, I added a big batch of weaponry in preparation for working ranged combat.

How many of the Gygaxian polearms do you plan on implementing? ;D

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #10 on: July 07, 2013, 11:28:11 AM »
Can we dream for an eventual recreation of the magic that was wielding Spiked Chains from Incursion?   8)

In the works. Spiked chains are in, but trip/range is not yet.

How many of the Gygaxian polearms do you plan on implementing? ;D

We're doing 3.x, so OD&D polearms are out unless they appeared in a sourcebook for 3.x.

Seb figured out class features today, so I'm off to make some more of them.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #11 on: July 08, 2013, 07:21:19 PM »
Some of the cleric and barbarian class features are in.

Based on feedback from a ToME 4 player unfamilliar with d20, I made a help screen today.

We've discussed skills, too, and have a pretty solid idea on how to make them work.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #12 on: July 09, 2013, 07:22:36 PM »
Skills are in!
We only need a skill select screen... and working bows/crossbows.

pat

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #13 on: July 10, 2013, 04:40:58 AM »
I downloaded the t-engine to try and run it but it just hung on the loading screen. Has this been an issue with anyone else? It's one of the reasons I hate the t-engine to be honest - it would be great if you could cut out that horribly clunky start up menus and make a module an executable in its own right. That was pretty much the only reason that I didn't bother trying to develop something with it.

Zireael

  • Rogueliker
  • ***
  • Posts: 604
  • Karma: +0/-0
    • View Profile
Re: Underdark alpha dev announcement
« Reply #14 on: July 10, 2013, 03:43:36 PM »
I downloaded the t-engine to try and run it but it just hung on the loading screen. Has this been an issue with anyone else? It's one of the reasons I hate the t-engine to be honest - it would be great if you could cut out that horribly clunky start up menus and make a module an executable in its own right. That was pretty much the only reason that I didn't bother trying to develop something with it.

I will ask around the ToME forums, both about your problem and about modding the startup menu (I know it's possible, I've seen it done in Grey's modules).